














































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































Class 12.^ 

Bnnlf . tA~S \ (g 


Copyright N?_ 

CQEXRIGHT DEPOSm 






















The 

Outline of Mah Jong 


HOW 

TO 

and 

PLAY 

HOW 

TO 

WIN 


THE REAL CHINESE METHODS 



Author of “The Real Chinese in America” 



Copyright, 1924 
By J. S. Tow 

All rights reserved 


f 

MAR 21 1924 



J 

* 

X 


PRINTED BY THE PACIFIC PRINTING CO., INC. 

176 PARK ROW, NEW YORK 

©CIA778515 / ' 


Preface 


Ever since the Chinese game Mah Jong was 
introduced into this country, there has been a 
considerable controversy over the spelling of the 
name. Some spell it “Mah Jongg,” others “Ma- 
Jong,” and still others spell it “Ma Cheuk.” They 
are all correct so long as they mean 
These two characters, when combined, mean spar¬ 
row. Their proper pronunciation in Peking dia¬ 
lect, which is the official dialect in China, is Mah 
Chieu. But, perhaps due to the intermixing of 
the dialects, when meaning the game, 

are pronounced Mah Jong. This pronunciation 
is so common that it is not understood to mean 
the game when the two characters are properly 
pronounced. Therefore, when we refer to the 
game, not the bird, the words, Mah Jong, as pro¬ 
nounced in the English language (J as J, not as 
Y), are the nearest equivalent for the name 
called by the Chinese in common (Mah Cheuk 
being correct in the Cantonese dialect). 

The meaning of the name, Mah Jong, has no 
less been subject to a great deal of dispute. Some 
say that it means sparrow, others argue that it 
is not true since there is no relation whatever 
between the game and the bird, and a third party 


comes to decide that the two words have no mean¬ 
ing at all. I have even heard it said that the 
words Mah Jong were coined by those Americans 
who have commercialized the game in this 
country. 

As a matter of fact, the name of the game cer¬ 
tainly means sparrow in Chinese, as every Chi¬ 
nese knows. It is true that there is no relation 
between the game and the bird, nor anything in 
the playing of the game that gives rise of the 
name. The name was adopted presumably to 
liken the getting of the winning tile to the catch¬ 
ing of sparrow. It was perhaps meant to show 
the difficulty of the game. We can substantiate 
this statement by the fact that the pair of tiles, 
which is essential to a winning hand, is called 
Mah Jong, and the winning tile is called the head 
of Mah Jong. (Mah Jong, being a noun, cannot 
be used as a verb.) 

The American people are puzzled not only by 
the spelling and meaning of the name, but more 
so by the different methods which are given in 
various manuals written by Americans who have 
learned the game. Those who have read these 
manuals are now asking as to which is the real 
Chinese method and are demanding a Chinese 


standard method which they may follow. My 
American friends have asked me to give the 
American people the real Chinese method, which 
is most popularly used throughout China, and at 
the same time give variations that are used in 
different cities in China in order that they may 
have a full knowledge of the game. Since the 
Americans have shown such an interest in the 
game that the article has become an important 
item in the Chino-American trade, they are cer¬ 
tainly entitled to be told of the most popular 
method and all the other different methods used 
throughout the country in which the game was 
originated. In this volume the standard method 
is given with foot notes, giving variations and 
their origins. These variations were told me by 
my friends from different parts of China, espe¬ 
cially by one whose name I have no permission 
to make public, to whom my thanks are due. 

The Rules contained in Part II, which were 
carefully selected from Chinese publications on 
the game, are considered by Chinese players as 
secrets for playing the game skillfully and will 
no doubt prove to be invaluable to the American 
players. J. S. T. 





CONTENTS 


PART I 
How to Play 

Lesson 


I. The Prerequisites . 10 

II. The Winds, the Seats and the Leader.. 14 

III. The Building, Opening and Breaking of 

the Wall ... ... 17 

IV. The Beginning of the Play. 20 

V. The Making of the Hand. 22 

VI. An Actual Play. 27 

VII. The Winning Hand and the Round.... 33 

VIII. The Score . 35 

IX. The Limit . 39 

X. The Penalty . 40 


PART II 


How to Win 

Rule 

I. Keeping the Temper. 42 

II. Placing the New Tiles. 42 

III. Matching the Wits. 43 

IV. Guessing the Opponents’ Hands.... 44 

V. Detecting the Right-side Opponent’s 

Hand . 44 

VI. Inducing the Left-side Opponent.... 45 

VII. Witholding Opponents’ Wanted tiles. 45 

VIII. Obstructing the Opponents. 46 















IX. Dealing With the Right-side Oppo¬ 
nent . 46 

X. Breaking a Kah. 47 

XI. Rather to Draw Than to Chow. 47 

XII. The Time to Chow. 48 

XIII. Never to Pung Mah Jong. 48 

XIV. Changing Policy . 49 

XV. The Time to Wait. 49 

XVI. To Pung What Usually May Not... 50 

XVII. Two-pair Waiting Not Advisable.... 50 

XVIII. The Wise Composition of One-suit 

Hand . 51 

XIX. Single Waiting Unwise. 51 

XX. Playing the Honors. 52 

XXI. Seeing Through the Mirror. 52 

XXII. Refraining From Speaking. 52 

XXIII. Judging by the Face. 53 

XXIV. Calculating . 53 

XXV. Watching . 53 

XXVI. New and Old Tiles. 54 

XXVII. Sacrificing a Kong. 54 

Appendix I— 

Some Extraordinary Winning Hands. 56 

Appendix II— 

Methods for 3 and 5 Players. 59 

Appendix III— 

Summary of Variations and Methods. 60 

Appendix IV— 

List of Chinese Terms.. 62 

Appendix V— 

List of Important Points. 63 
























PART I 


HOW TO PLAY 


LESSON I 


The Prerequisites 

The Mah Jong set consists of the following: 

Bamboos (Suh) 1 to 9. 9 

Characters (Wan) 1 to 9. 9 

Circles (Tong) 1 to 9. 9 

East Wind (Tung Fong). 1 

South Wind (Nan Fong). 1 

West Wind (See Fong). 1 

North Wind (Bei Fong). 1 

Red (Chung) . 1 

Green (Fah) . 1 

White (Pei) . 1 


Total kinds . 34 

4 tiles each kind. 4 


Total tiles .136 

Besides the above there are two extra sets 
(sometimes more) of Flowers and Seasons, which 
are not included in the popular playing in China. 


10 


















The Counters or Chips —The counters or chips 
used in Mah Jong game are of 4 kinds. 

Each player takes 1 500-point, 4 100-point, 8 
10-point, and 10 2-point chips, totaling 1,000 
points. 

(The new chips for foreign use are: 5 red 
dots=500 points, 1 red dot=100 points, 10 black 
dots=10 points, and 2 black dots=2 points.) 


11 

















The Dice and Position Indicators —Two (2) 

dice are required in playing Mah Jong. They 
are used to decide the seats and the opening of 
the wall. (See Lesson II.) 


12 








The position indicators are: 

1 The Leader's Indicator (Chuang) 

1 East Wind Tablet 
1 South Wind Tablet 
1 West Wind Tablet 
1 North Wind Tablet 

These Indicators are used to indicate the posi¬ 
tions of the players, which will be taken up in 
the next lesson. 

The Number of Players *—Four (4) persons 
are usually required to play the game, sitting 
at a square table. Each player plays for him¬ 
self or herself. There are no partners. 


* 3 or 5 persons may play one game. 


LESSON II 


The Winds, the Seats and the Leader 

The Winds —The directions of the Winds indi¬ 
cate the seats of the four players. These direc¬ 
tions are not in accordance with the Compass, 
but in the following form: 


It is customary in China to call the four direc¬ 
tions in this order: East, South, West and North. 
(Not East, West, North and South.) Since the 
game is played from left to right, and at the same 
time keeping the customary order of the direc¬ 
tions, the reverse takes the place. 


14 



Deciding the Seats —Place one tile each of 
East, South, West and North Winds, or the four 
direction tablets, on the table with faces down 
and shuffle them thoroughly. Then place them 
in one row (1, 2, 3 and 4 from right to left). 
Each of the 4 players takes his temporary posi¬ 
tion, at one direction, thus occupying four 
directions. 

The guest of the party, or the eldest among 
home folks, is requested to throw the 2 dice, 
counting the number indicated by the dice from 
himself (or herself) as one, towards the right. 
The one who is indicated by that number takes 
the first tile or tablet; the one at his (the latter’s) 
right takes the 2nd; the one opposite him takes 
the 3rd; and the one at his left takes the 4th. 

The directions on which the numbers of the 
dice fall are shown as follows (the thrower is 
No. 1) : 


4 , 8 , 12 . 


3 . 7 . 11 : 


2 , 6 . 10 . 


1 . 5 , 9 . 

15 



The one who gets the East tile or tablet re¬ 
mains at his direction, which becomes the tem¬ 
porary East, and the determining point of the 
other 3 directions according to the usual order. 
The four players’ seats are then settled. 

Deciding the Leader —Then the temporary East 
throws the dice to decide the Leader, who starts 
the game. The player who is indicated by the 
number of dice becomes the Leader and East 
Wind of the game. Other players’ Winds are then 
determined by him according to the usual order.* 
Each player, therefore, has his own Wind (Meng 
Fong). 

It must be remembered that the Leader, being 
the first of the Winds, is always the East Wind, 
whose functions are discussed in Lessons VII 
and IX. 


* In Shanghai the seats and the Leader are decided by one throw 
only. The one who gets the East tile becomes the Leader at once. 

In Canton two throws are required in deciding the Leader, both 
thrown by the temporary East. The two numbers are added, subtract¬ 
ing one, and then counted in the usual way to decide the Leader. For 
example, if the first throw is 6 and the second throw 10, the total 
number 16 is counted as 15, one being subtracted. The one indicated 
by 15 becomes the Leader. 


16 



LESSON III 


The Building, Opening and Breaking of 
the Wall 

Building the Wall —When the Winds are de¬ 
cided, the players place all the tiles of the set on 
the table with faces down and shuffle them thor¬ 
oughly. Then each makes a row of 17 tiles long, 
in 2 tiers, totaling 34 tiles,* commonly called 
building the “wall.” The corners of the four 
walls meet and a square is made, as follows: 



* 18 tiles long in 2 tiers, when Flowers and Seasons are used. 
If only one set of either Flowers or Seasons is used, the East and 
West Walls are 18 tiles long each, while the South and North Walls 
are 17 tiles long each. 

In Shanghai and Ningpo each player builds a single-tier wall of 
21 tiles, with 13 tiles in his front (2 rows of 5 each placed together 
with 3 on their top). The East throws the dice. The one indicated 
by the number receives the East’s 13 tiles by moving each player’s 
tiles towards the right. When the East’s tiles reach the destination, 
the moving stops and each takes the 13 tiles which have been moved 
to his side. The Leader will take the first tile from the wall when 
it is opened. (For opening the wall, see foot note under “Opening 
the Wall.”) 


17 




Opening the Wall —The opening of the wall is 
decided by dice throwing. The Leader (East) 
throws the dice, counting the number indicated 
from himself as one towards the right. The one 
designated by the number does the second 
throwing. 

The player who does the second throwing opens 
his wall at the point where the total number of 
the two throwings falls, counting the stacks (not 
tiles) from his right to the left.* (If the total 
number is more than 17, he may continue his 
counting on the wall at his left.) Thus if the 
Leader’s throwing is 3 and the West Wind’s 
throwing is 6, the latter opens his wall at the 
9th stack, placing the 2 tiles of the 9th stack on 
the wall on the right, with the lower tile at the 
left side and the upper at the right. These 2 
tiles are generally called “loose tiles.” 

(When they are drawn, the next 2 tiles are 
placed on the wall in the same manner.) 


* In Soochow the wall to be opened and the number of stacks 
are decided by the second throwing only. If the second throwing is 4, 
the one at the left of the player who does the second throwing opens 
his wall at the 4th stack. 

In Shanghai one throw is enough and the one designated by the 
number of dice opens his wall as the number indicated. 


18 


Breaking the Wall —From the point where the 
wall is opened the Leader starts to break it by 
taking 2 stacks (4 tiles) to his possession, fol¬ 
lowed by the South, the West, and the North 
Winds, each taking 2 stacks. The Leader and 
other 3 players do this for three times (12 tiles 
each). Then the Leader takes the 2 upper tiles 
on the first and third stacks at the opening; the 
South Wind takes the lower tile of the first stack; 
the West takes the upper tile of the second stack, 
and the North takes the lower tile of the second 
stack.* 


* In Fukien, where 16 tiles are used by each player, four times 
are required for each player, with only the Leader taking an addi¬ 
tional tile from the wall. 


19 



LESSON IV 


The Beginning of the Play 

Number of Tiles in the Hands —After all the 
players have finished taking tiles from the wall, 
the Leader will have 14 tiles, and other three 
players 13 each. 



Sorting the Hand —As soon the tiles are turned 
up, each player sorts his hand into kinds, such 
as Bamboos, Characters, etc., and arranges them 
in the order of their respective numbers so that 
he will know at a glance which tiles to keep and 
which to discard.* 


* If at the beginning of a game a hand has 9 single tiles of differ¬ 
ent Winds, Honors, or Is and 9s, the game is a “Re-deal.” 


20 


When Flowers and Seasons are used, any such 
tile in a hand must be immediately laid on table 
face up and the player draws the first “loose tile” 
to make up the number of his tiles. If there are 
more than one player having such tiles, they 
draw the loose tiles by turn in the usual order. 

The Players' Object —The object of each player 
is to complete his hand and win before any of 
the other three has the chance. To complete the 
hand means to make 4 sets of 3 tiles* each, either 
in consecutive numbers of a suit or 3 of one kind 
and a pair (commonly called Mah Jong), totaling 
14 tiles. During the play each player has 13 tiles 
in hand, among which he makes the connections 
as described above, and when he has made all 
such connections, he will find himself waiting for 
one more tile to complete the hand. (This tile is 
called “waiting tile,” or the head of Mah Jong.) 

Some players like to make large scores out of 
their hands and their object is not primarily to 
win. But this is not common among the Chinese 
players. 


* There may be 4 of a kind, which is called a "Kong.” See 
Lesson V. There will be one additional tile in a complete hand for 
every "Kong.” 


21 


LESSON V 


is 

8 


The Making of the Hand 

To Discard —The Leader.(East Wind), having 
one more tile than the other three players at the 
beginning of a game, starts the play by discard¬ 
ing one tile from his hand which is of the least 
use in making connections or of the least value. 

In the following play the East Wind may dis¬ 
card either 3 Circle, which can be connected with 
no other Circles, or South Wind, which is a single 
tile and not his own Wind (if not the prevailing 
Wind, see Lesson VII). 



The discarded tile should be placed inside the 
wall with face up. 


22 



To Draw —If the player at the right of the one 
who discards the tile has no use for the discard, 
that is, he cannot use it to make connections with 
his own tiles, he may draw a tile from the open¬ 
ing of the wall, which he may either discard or 
keep. If he keeps it, he must immediately discard 
another from his hand. 

He must not draw, if the discard is taken for 
a “Pung” by any of the other two players. (See 
“To Pung” below.) 

To Chow —To Chow is to take a discard from 
the player at the left and make a Suen (Se¬ 
quence) with 2 tiles of the same suit in hand, 
such as taking a 2 Circle for 3-4 Circles, or a 4 
Bamboo for 3-5 Bamboos in hand. The 3 tiles 
must be laid face up on table at the player's side. 
Then he must discard a tile from his hand. The 
player at his right may Chow it as he did or 
draw one from the wall. Thus the game goes on. 

A player can Chow a discard only from the 
player at his left , and no other. He must yield 
it, if any of the other two players calls out 
“Pung.” 

If a discard is not chowed (or Punged) as soon 
as discarded., it is dead and cannot be chowed 
(or punged) again. 


23 


To Pung —To Pung is to take a discard from 
any of the three players and make a Pung (3 of 
a kind) with 2 tiles in hand, such as taking a 1 
Circle for two 1 Circles in hand. The 3 tiles 
must be laid face up on table at the player’s left. 
A discard must be punged as soon as discarded. 
It cannot be punged after the player to the right 
of the discarder has drawn a tile from the wall. 

The one who pungs discards a tile from his 
hand. It is the player at the punger’s right who 
draws next or chows it, not the one at the right 
of the discarder of the punging tile. 

To Kong —To Kong is to complete a 3 of a kind 
either on table (a Pung) with the fourth tile 
drawn from the wall, or in hand (a Kah) with 
the fourth discarded by another. These 4 tiles 
are called a Kong. No discard can complete a 
Pung as a Kong. 

The player who Kongs must draw a “loose tile” 
at the end of the wall to enable him to discard 
and keep 13 tiles in hand. 

The Combination Made in Hand —3 tiles of the 
same suit in consecutive numbers in hand (a 
closed sequence) are called a Suen also. 


24 


3 of a kind in hand are called a Kah. 

4 of a kind completed with the fourth drawn 
when the 3 are a Kah (in hand) are called an 
I n Kong. The Un Kong may be laid on table 
with one or two tiles face down to indicate the 
difference from a Kong,* or may be kept in hand, 
if the player intends to use the fourth one for 
other connections. But he may Kong it at any 
time before a hand is completed. If he does not 
Kong an Un Kong before a hand is completed, 
he can claim only for the score of a Pung. 

The player who kongs an Un Kong must draw 
a “loose tile” from the end of the wall, as in the 
case of a Kong. 

The Draw Game —The 14 tiles at the end of 
the wall, including the loose tiles, are reserved 
undrawn. If no player completes a hand when 
the tiles of the wall have been drawn to that point, 
the game is “draw” and no scores are counted. 
All the tiles are then put faces down and shuffled 
and a new game starts over again. The Leader 
retains his position, unless one of the players 
has Konged. 


* In Fukien, where 16 tiles are used by each player, an Un Kong 
is allowed to be placed on table with all faces down. 


25 



If any of the loose tiles has been drawn for a 
Kong or Un Kong, it should not be counted as 
one of the 14 tiles reserved.* 

The game is also draw if three players win by 
one discard at the same time. 



* Sometimes one stack (2 tiles) is counted off as reserved tiles 
for each tile drawn for a Kong or Un Kong, instead of a single tile 
each in making up the 14 tiles. 


26 





LESSON VI 


An Actual Play 



East—Discards 1 Circle. 

South—Draws 8 Circle and discards East 
Wind. 

West—Draws 8 Char, and discards South 
Wind. 

North—Draws 8 Circle and discards West Wind. 


27 






East—Draws 7 Bamboo and discards 9 Bam¬ 
boo. 

West—Pung and discards 9 Circle. 

North—Chow and discards 7 Bamboo. 


28 








East—Draws 8 Char, and discards same. 

South—Draws 3 Bamboo and discards West 
Wind. 

West—Draws 1 Circle and discards 6 Circle. 
North—Draws White and discards same. 


29 










South—Pungs and discards 3 Character. 

West—Draws 3 Circle and discards 1 Circle. 
North—Draws 2 Circle and discards Red. 


30 















East—Draws Green and discards 9 Circle. 

South—Draws 9 Character and discards 5 
Character. 

West—Draws 2 Character and discards same. 
North—Draws 5 Bamboo and discards 3 Circle. 


31 








II 4 



West completes his hand with the discard. 




y % 

! # 


a\ >r hr 


3jj*> 

1 4 “ 



32 











LESSON VII 


The Winning Hand and the Round 

The Winning Hand 


When a player completes his hand he calls out 
“Woo,” meaning “Harmony” (it is wrong to call 
it Mah Jong, which means the pair), and lays 
down all his tiles on the table with faces up, indi¬ 
cating his Kahs (3 of a kind in hand) by placing 
one of the 3 tiles on the other two, in order to 
differentiate them from Fungs . He then counts 
his score and the other three players pay him 
accordingly. The 3 players then balance their 
own scores with each other and a game is fin¬ 
ished. The tiles are put face down and shuffled 
and a new game starts. 

If the winner is other than the Leader, the 
Leader (East Wind) passes his indicators to the 
player to his right. The latter then becomes the 
Leader (East Wind) and other three Winds 
change according to him. (The original Leader 
now becomes the North Wind.) If the Leader 
wins, he retains his position until some one else 
wins. 


33 


If two players complete their hands by one dis¬ 
card, the one to the immediate right of the dis- 
carder is entitled to win. If three complete hands 
at the same time, the game is draw. 


The Round 

As described above, the Leader’s position is 
assumed by the four players in turn in the order 
of the Winds, beginning with East, then South, 
then West and ending with North. This is called 
a Round. 

Each Round has a Prevailing Wind (Chuen 
Fong). The prevailing Wind of the first round 
is East; the second, South; the third, West, and 
the fourth, North. The score of a prevailing 
wind (of 3 or 4 tiles) has a double value to any 
player other than the own wind, and a twice- 
double value to the own Wind. 


34 


LESSON VIII 


The Score 
The Points (Woo) 

POINTS 

A complete hand, or winning hand (Woo) . . 23* 


The additional points are: 

A Pung of No. 2, 3, 4, 5, 6, 7, 8, of any 

suit (3 of a kind on table). 2 

A Kah of same (3 of a kind in hand) ... 4 

A Kong of same (4 of a kind). 8 

An Un Kong of same (4 of a kind) .... 16 

A Pung of No. 1 or 9 of any suit. 4 

A Kah of same . 8 

A Kong of same . 16 

An Un Kong of same. 32 

A Pung of any Wind or Honor. 4 

A Kah of same ... 8 

A Kong of same . 16 

An Un Kong of same. 32 

* Sometimes only 10 points. The players may decide whatever 
points they wish. A winning hand without any additional points is 
called “Ping Woo.” 


35 













A Pair of own Wind . 2 

A Pair of own East Wind . 4 

A pair of any Honor . 2 


Some extra points are: 

One Flower or Season . 4 

One own Flower or Season. 8 

Winning by drawing. 2 

Winning by a single-waiting tile . 2 

Winning by a single-side-waiting tile . . 2 

(No. 3 and 7 of any suit) 

Winning by a filling-in waiting tile ... 2 

(Such as 3 Circle for 2-4 Circles) 


The Double (Fan or Tai) 

A winning hand that has any of the following 
is entitled to have his entire score double once 
each: 

The Own Wind—A Pung, a Kah, a Kong, or an 
Un Kong (other hands also). 

The Prevailing Wind—Same (other hands also). 
Red—Same (other hands also). 

Green—Same (other hands also). 

White—Same (other hands also). 

Of all 3s (4s) of a kind (without sequence).* 

* In Shanghai only 4 or 10 points are given. 


36 










Of all Is and 9s with Wind and/or Honor. 

Of one suit with Wind and/or Honor. 

Of 3 Kahs. 

The Leader receives and pays double of the 
total score. 

A cleared hand (one suit only, either Bamboos, 
Characters, or Circles) is entitled to double 
three times. 

When Flowers and Seasons are used, their 
values are equal to those of the Winds with their 
corresponding positions—No. 1 for East, No. 2 
for South, No. 3 for West, and No. 4 for North. 
Since there is only one tile for each Flower or 
Season, each tile is equal to a Pung of its corre¬ 
sponding Wind. 

For example, the winning hand (West) in Les¬ 
son VI has the following score: 


POINTS 

The winning hand. 20 

A Pung of 9 Bamboos. 4 

A Kah of 5 Characters.. 4 

A Pung of 3 Circles . 2 


Total score . 30 


The Winner receives the above from South and 
North and 60 points from the Leader. 


37 








In the same play the other three players’ scores 
are as follows: 

East—A Kah of Green, 8 points (one double) 
= 16 points. 

South—A Pung of White, 4 points (one 
double) =8 points. 

North—A Kah of 5 Bamboo, 4 points. 

The three balance each others’ scores and the 
result is: 

East being entitled to receive double score 
from others receives 24 points from South 
(16X2=32—8=24) and 28 points from North 
(32—4=28). 

South receives 4 points from North (8—4=4). 


38 


LESSON IX 


The Limit 

As the points of a winning hand may run as 
high as millions, the players usually agree to a 
certain limit before the game is started. The 
usual limit is from 300 to 600 points. If a win¬ 
ning hand has a score exceeding that limit, it is 
considered as the limit. 

There are also such difference in receiving and 
paying as 1-2 and 2-4, as the players may agree. 
1-2 means that the Leader receives and pays the 
double score, while others in settling with each 
other receive and pay according to the score. 
This is the usual way. 2-4 means that the Leader 
receives and pays the twice-double score, while 
others receive and pay the double score. 

There is an extra score, which is entirely out¬ 
side of the score of the winning hand. The 
players may agree, before the game begins, to 
an extra points from 10 up, which the winning 
hand receives from the other three players. If 
the Leader wins, he receives the double extra 
score. 


39 


LESSON X 


The Penalty 

A fine of paying the limited score to the three 
players is executed on: 

A player who discards a tile which completes 
a one-suit hand of another, who has already had 
three sets on table, unless the discarder is mak¬ 
ing the same one-suit hand. 

A player who discards an Honor tile which 
completes an All-Honors hand of another, who 
has already had two sets of the Honors on table. 

A player who discards a Wind which completes 
an All-Winds hand of another, who has already 
had three sets of the winds on table. 

When a player has too many or too few tiles 
in hand, he is not allowed to correct it, but he 
must play along. Thus it is impossible for him 
to win. The points in the hand of too few tiles 
are counted, but not in the hand of too many tiles. 

If a player calls “Woo” by mistake, he may 
be allowed to play on, provided that none of the 
other three players has laid down his tiles. If 
one or more other players have laid down their 
hands, the one making mistake must pay the limit 
score, which is divided by the three players. 


40 


PART II 


How to Win 


RULE I 

Keeping the Temper 

In playing Mah Jong, it is necessary to keep 
one’s temper normal all the time. One should 
be quiet and reserved and must not be hasty or 
excited. He should not show enthusiasm when 
his hand is favorable and disappointment when 
unfavorable. His face should be marked with no 
signs whatever and his talks should give no hints. 
Quietness, coolness and gentleness are the evi¬ 
dences of the good player. 

RULE II 

Placing the New Tiles 

It may do no harm at the beginning of each 
game to arrange the tiles in the order of their 
respective suits (such as 1-2, 5-6, 2-3-4, 7-7-7). 
But when the game is on it is wise to place the 
new tiles (drawn from the wall by turn) at either 
end of the row (if not discarded) and not to fill 
them in the places where they properly belong. 
By doing so your opponents cannot guess what 
you are doing, whether your tiles are becoming 
suited toward the winning. 


42 


RULE III 


Matching the Wits 

It often occurs in playing Mah Jong that one 
is at quandary as to which of four tiles to dis¬ 
card, each two of which wait for another to be 
made a suit, as, for example, 8-9 Circles waiting 
for 7 Circle and 2-4 Bamboos waiting for 3 Bam¬ 
boo. Now suppose that your left-side opponent 
has discarded an 8 Circle and your right-side 
opponent has discarded a 1 Bamboo. According 
to the usual way, 8 Circle is the right one to dis¬ 
card, as one of which has already been discarded. 
But, because your left opponent has discarded it, 
he will not likely have any use of a 7 Circle and 
will likely discard it if he draws one. In that 
case you will be the favored one. Further, since 
your right opponent has discarded a 1 Bamboo, 
it is not likely that he will need a 2 Bamboo. 
Therefore you may safely decide to discard 2 
Bamboo in preference of the other three. Thus, 
you will have the hope of “chowing” a 7 Circle 
from your left opponent and at the same time 
you give no favor to your right opponent. 


43 


RULE IV 


\ 


Guessing the Opponents’ Hands 

There is a way of guessing your opponents’ 
hands. If one discards mostly Circles and Char¬ 
acters, he is sure to have Bamboos. If one, at 
the beginning of the game, does not discard Winds 
or Is or 9s, but the middle figures, it may be 
either that his tiles are not orderly or suited, or 
that he is trying to make a one-suit hand. 


RULE V 

Detecting the Right-side Opponents’ Hand 

If your right-side opponent discards more 
Circles and Bamboos, but seldom Characters, he 
seems to make his entire hand of Characters. But 
sometimes it may not be the case. In order to 
make sure, a Character may be discarded and, if 
he “chows” it, you can then be cautious and dis¬ 
card no more Characters. 


44 


RULE VI 

Inducing the Left-side Opponent 

Your left-side opponent usually discards tiles 
similar to your discarded ones, so you cannot 
“chow” them. But you may induce him to dis¬ 
card just what you want. Suppose you have in 
hand 1-2-4-5 Characters. You discard 1 or 2 
Character. Your left-side opponent will likely 
follow you by 3 Character, which is just what 
you need. Suppose, further, you had 2-4 Circles 
and have discarded, by necessity, the 2 Circle, 
but now you draw another 2 Circle. You should 
keep this 2 Circle, so if your left-side opponent 
should follow you by a 3 Circle, you will be in 
position to “chow” it. 

RULE VII 

Withholding Opponents' Wanted Tiles 

When one of the opponents is successful (in 
“chowing” or drawing) he is likely to have 
Winds. Then you should not discard any of 
them, if you have, even though discarding it may 
hasten your winning. You rather discard tiles 
in suits, in order to prevent your opponent’s 
winning. 


45 


RULE VIII 


Obstructing the Opponents 

If your hand is hopeless for winning, you 
should discard your tiles so as to make your oppo¬ 
nents unable to make one-suit hands. You may 
break your suits instead of discarding your use¬ 
less tiles, in order to obstruct your opponents. • 


RULE IX 

Dealing With the Right-side Opponent 

Under the usual circumstances you should not 
let your right-side opponent “chow” your dis¬ 
carded tile by discarding tiles similar to his dis¬ 
carded ones. But if your opposite-side or left¬ 
side opponent is successful, you should favor 
your right-side opponent in order to resist the 
former. 


46 


RULE X 

Breaking the Kah 

The Kah (3 of one kind in hand) has extra 
value in scoring and therefore it is usually pre¬ 
served under any circumstance. But sometimes 
its breaking up hastens the winning. Suppose 
that your hand is all suited and you must choose 
between 3-4 Circles to discard in order to wait 
for the winning Mah Jong (the pair). At this 
time you should rather break a Kah and discard 
one of the three, making the remaining two your 
Mah Jong, and leave 3-4 Circle waiting for either 
2 or 5 Circle to come and win. Thus you will 
have eight chances to win (4 2-Circles and 4 
5-Circles), as against only three chances for 
either 3 or 4 Circle, if you discard either of 
them. 


RULE XI 

Rather to Draw Than to “Chow” 

It is not always wise to “chow” the discarded 
tile from your left-side opponent. By “chowing” 
it from him, you lose the chance of drawing a 
new tile from the wall, which may be a Wind. 
Therefore, you should rather draw than “chow,” 
though “chowing” is sometimes good. 


47 


RULE XII 


The Time to “Chow” 

While drawing is preferable to “chowing,” it 
is sometimes wise to “chow” the discarded tile 
from the left-side opponent. If your drawing 
has not been favorable, you may then “chow” r 
discarded tile, as by so doing you will afterwards 
draw the tiles which would belong to the left¬ 
side opponent if you did not “chow,” and which 
may be favorable. This means to change the luck. 


RULE XIII 

Never to “Pung” Mah Jong (the Pair) 

Sometimes you may have a chance to “pung” 
your Mah Jong, but you should not do so, espe¬ 
cially when you are waiting for “siding” tiles to 
win. (Siding tile is that which stands on the 
side of the waiting tiles, for example, 2 and 5 
Characters are the “siding” tiles of 3-4 Charac¬ 
ters. There are eight chances to win.) If you 
“pung” it, you will have only a single tile to wait 
for winning, which has only three chances. 


48 


RULE XIV 
Changing Policy 

In playing Mah Jong, it is wise to change your 
policy according to the situation. If you have 
been making a one-suit hand and now you still 
have a pair of other kind when the time is 
rather late, you should hasten the winning, in¬ 
stead of continuing making a one-suit hand, lest 
some one else will win and your making will be 
in vain. 

Suppose that you have been making an entire 
Character hand and now you find an opponent 
making an entire Bamboo or Circle hand, you 
should stop making it and withhold Circles or 
Bamboos, as the case may be, instead of discard¬ 
ing them. 


RULE XV 
The Time to Wait 

If your drawing has been favorable when mak¬ 
ing a one-suit hand and your opponents do not 
seem to be successful, you may discard the pair 
of other suit in your hand in order to make a 
one-suit winning. When hurry is not necessary, 
it is worth while to wait. 


49 


RULE XVI 


To “Pung” What Usually May Not 

When your opposite opponent seems to have 
been successful and you are not, you may “pung” 
his discarded tile, which under ordinary circum¬ 
stances you may not “pung” for the sake of mak¬ 
ing connections. For example, you have 1-2-2- 
3-4 Characters. If he discards a 2 Character, 
you may “pung” it with your 2 Characters. 
Thus you will afterwards draw the tiles which 
would belong to him if you did not “pung,” and 
which may be favorable to you. 


RULE XVII 

Two Pairs Waiting Not Advisable 

In waiting for the winning tile, sometimes are 
two pairs. In such case the winning chances 
are only four (2 tiles for each pair). If some 
opponents have the same pairs, it is impossible 
to win. Therefore, it is not advisable. 


50 


RULE XVIII 


The Wise Composition of One-suit Hand 

The one-suit hand should, if possible, be com¬ 
posed of consecutive figures, as 1-2-3-4-5-6-7-8-9, 
in order to make the winning easy. Thus, if 
there are a pair of 5s, it is unwise to “pung” 
them, as it woud break the line and render it 
hard to win. 


RULE XIX 

Single Waiting Unwise 

If you have only a single tile to wait for win¬ 
ning, with the other 12 tiles “chowed” or 
“Punged” on table, you are in a very poor posi¬ 
tion. For example, your waiting tile is a single 
Red and you draw a Green, when discarding 
either of them is dangerous. But you are bound 
to discard one of them and thus you make a 
great risk, while you do not have to do so if 
you have some other tiles in hand. Therefore, 
it is unwise to keep a single waiting tile. 


51 


RULE XX 

Playing the Honors 

If you have in hand one each of the three 
Honors (Red, Green and White) and you wish 
to discard them in order to make suit, you must 
be careful. If the time is not late and there does 
not appear any danger, you may try one of them 
and if there is no “pung,” another. But if there 
is a “pung,” you must risk no more and rather 
keep your tiles unsuited than let others “pung” 
or win. 

RULE XXI 

Seeing Through the Mirror 

When guests gather to look on the playing, 
you may see your opponents through them. If 
one’s hand is favorable, the guest who looks on 
besides him will likely show enthusiasm and if 
unfavorable, disappointment. You may judge 
accordingly. 

RULE XXII 

Refraining From Speaking 

You may detect your opponent’s want from 
his talk. For instance, at a critical time, one 
asks as to who is the Leader, you may well know 
that he has a Wind. Thus it is imperative to 
refrain from speaking. 


52 


RULE XXIII 
Judging by the Face 

To judge as to whether the opponent who has 
a good hand is waiting for winning or not is to 
look at his face. If it does not show hesitation 
or excitement, then he is waiting for winning, 
as his tiles are all completed and need no more 
making and excitement. 

RULE XXIV 
Calculating 

Calculating is absolutely necessary at all the 
time during the game. One should be familiar 
with the wants and makes of his hand, as to how 
to “chow” and “pung” most advantageously, so 
that he may get the best out of the situation. 

RULE XXV 
Watching 

Merely to watch others’ discarded tiles is not 
sufficient in judging their hands. One must 
watch how others arrange their tiles at the be¬ 
ginning, where they place their newly drawn 
tiles, and from where they pick out their dis¬ 
carded ones. Thus, although you do not see 
their hands, you may have a general idea of 
their positions. 


53 


RULE XXVI 


“New” and “Old” Tiles 

“New” tiles are those which have not been 
discarded. “Old” tiles are those which have 
been discarded and left inside the wall. It is 
a rule to discard the “old” and not the “new.” 
But if one is waiting for winning at an early 
time, he should discard the “new” and wait for 
the “old,” as more of the “old” tiles may come 
yet. If the time is late, then he should follow 
the rule. 


RULE XXVII 
Sacrificing the Kong 

If one draws a tile which is the fourth of a 
“pung” already on table, he surely would add 
it to the three in order to increase his score 
value. But at the critical time, this tile should 
be withheld, lest some one may capture it as the 
winning tile. (In that case the winner receives 
10 points extra.) 


54 


APPENDICES 


APPENDIX I 

Some Extraordinary Winning Hands 

I 

The Heavenly Winning 

The hand of the Leader is completely suited 
at the beginning of the game without discarding 
a tile. He receives the limited score as agreed 
upon. 

II 

The Earthly Winning 

Any of the other three players completes his 
hand by the first discard from the Leader. He 
receives the limited score. 

III 

“Happiness From the Four Directions” 

A winning hand consists of four Winds being 
Pungs and/or Kahs. The limited score. It is 
considered the same, if three Winds are Pungs 
and/or Kahs and the other Wind the Mah Jong, 
but the winner’s own Wind must be a Pung 
or Kah. 

IV 

“Three Successive Good Lucks” 

A winning hand that has Red, Green and 
White being Pungs and/or Kahs is given the lim¬ 
ited score. (A hand having two Honors being 
Pungs and/or Kahs with the other Honor the 
Mah Jong is given one double only.) 

56 

w .2. 


V 

“Non-connection” Hand 
At the beginning of a game (before drawing 
or chowing) a hand consists of all single tiles 
(any kind), which make no connections with one 
another. The limited score. 

VI 

“The 13 Odds” Hand 

The 13 odds are: the 4 Winds, 3 Honors, Is 
and 9s of Bamboos, Circles and Characters. The 
limited score. This hand differs from the “Non- 
connection” hand in that this hand may be made 
during the play, while the “Non-connection” 
hand must be so at the beginning of the play. 

VII 

“Nine Connective Lanterns” 

A one-suit hand that has all the numbers of 
the suit (from 1 to 9) and can be completed by 
any of the 9 numbers is given the limited score. 

VIII 

“Catching the Moon From the Ocean's Depth” 
The last tile of a game drawn completes the 
hand (the last 14 tiles are reserved undrawn as 
rules provide) and the winner is given 10 points 
extra. If the last tile is 1 Circle (the Moon), 
he is given the limited score. 

IX 

“Blooming on the Top of the Hill” 

A “loose tile” drawn after a Kong or Un Kong 

57 


completes the hand. 10 points extra.* If the 
“loose tile” is 5 Circle (plum blossom) the lim¬ 
ited score is given. 

X 

“Birds Singing in Harmony ” 

A winning hand consists of only Pungs and/or 
Kahs, that is, without a sequence, is given one 
double.** 

XI 

Winning by Other's Konging Tile 
A player draws a tile which he can Kong, but 
which happens to be another’s winning tile. ’ The 
tile may be taken over by the winner, who is 
given 10 points extra.* 

XII * 

Four-Kahs Winning 

A winning hand consists of four Kahs (3 of 
each kind in hand) with the winning tile drawn 
by himself is given the limited score. If the 
winning tile is a discard, it has only one double. 

XIII 

No. Is and 9s Hand 

A winning hand having Pungs and/or Kahs 
and a pair of No. Is and 9s only is given the lim¬ 
ited score. 

* Sometimes it is given one double. 

** In Shanghai, only 10 points extra. 

58 




XIV 

Winds and Honors Hand 

A winning hand having Winds and Honors 
and nothing else is given the limited score. 

APPENDIX II 

Methods for 3 and 5 Players 
Method for 3 Players 

When 3 players play the game, the four tiles 
of North Wind are removed from the set. There 
are only three walls to be built, each consisting 
of 22 stacks (44 tiles), forming a triangle. 

The other procedure is same as in the case of 
4 players. 

Method for 5 Players 

When 5 persons play the game one Red is 
used with the 4 winds in deciding the seats. The 
four players who get the 4 winds.play the first 
round and the one who gets the Red stays out of 
the game until the second rcund. He is called 
“the dreamer.” At the end of each game he re¬ 
ceives from each of the 4 players a bonus of 
10 per cent, of the winner's score. 

At the end of the first round “the dreamer” 
takes the place of (original) East Wind, who 
goes out as “dreamer.” At the end of the second 
round the South goes out, and at the end of the 
third round the West, and at the end of the 
fourth round the North. 

There is, therefore, a fifth round, which is 
59 


called “Chung Fong” round, during which the 
Red has an extra double, in addition to its ordi¬ 
nary double. 

APPENDIX III 

Summary of Variations of Methods 

Deciding the Leader 

In Shanghai the seats of players and the 
Leader are decided by one throw of dice only. 
The one who gets the East tile becomes the 
Leader at once. 

In Canton two throws are required, both 
thrown by the temporary East. The two num¬ 
bers are added, subtracting one and the number 
is counted in the usual way to decide the Leader. 
If the first throw is 6 and the second throw 10, 
the total number 16 is counted as 15, one being 
subtracted. The one indicated by 15 becomes 

the Leader. Building the Wall 

In Shanghai and Ningpo each player builds 
a single-tier wall of 21 tiles, with 13 tiles in his 
front (2 rows of 5 each placed together with 3 
on their top). The East throws the dice. The 
one indicated by the number receives the East’s 
13 tiles by moving each player’s tiles towards the 
right. When the East’s tiles reach destination, 
the moving stops and each takes the 13 tiles 
which have been moved to his side.. The Leader 
will take the first tile from the wall, when it is 
opened. 


60 


Overling the Wall 

In Shanghai one throw is enough to decide the 
opening of the wall. The one designated by the 
number of dice opens his wall as the number 
indicated. 

In Soochow the wall to be opened and the num¬ 
ber of stacks are decided by the second throw 
only. If the second throw is 4, the one at the left 
of the player, who does the second throwing, 
opens his wall at the 4th stack. 

Number of Tiles for Each Player 

In Fukien 16 tiles are used by each player, 
instead of 18. Therefore when the wall is 
broken, four times for taking tiles by each player 
are necessary, with the Leader taking an addi¬ 
tional tile from the wall (making 17). 

Un Kong 

In Fukien, where 16 tiles are used by each 
player, an Un Kong is allowed to be placed on 
table with all faces down. 

The Reserved Tiles 

Sometimes one stack (2 tiles) is counted off 
as reserved tiles at the end of the wall for each 
tile drawn for a Kong or Un Kong, instead of a 
single tile each in making up the 14 reserved tiles. 

The Score of Winning Hand 

The score of the winning wind is sometimes 
only 10 points (quite common in Shanghai) in¬ 
stead of the usual 20 points. 


61 


APPENDIX IV 
List of Chinese Terms 

Lei Fong —North Wind. 

Chow —To take a discard for making a sequence 
with 2 tiles in hand, such as 2 Bamboo for 
3-4 Bamboos in hand. 

Chuang —The Leader (East Wind). 

Chuen Fong —The Prevailing Wind. 

Chung —Red, name of tile. 

Dee —Earth, name of a counter, worth 100 points. 

Fall —Green, name of a tile. 

Fan —Double. « 

Fong —Wind. 

Hua —Either flower or season, name of tile. 

Kah —A 3 of one kind in hand, such as 3 1- 
Circles. 

Kong —To complete a set of 4 tiles of the same 
kind; the name of the 4 tiles konged (see 
Section V). 

Mah Jong —Sparrow, the name of the game; the 
pair in a winning hand; also Ma Cheuk. 

Meng Fong —Own Wind. 

Nan Fong —South Wind. 

Pei —White, name of tile. 

Ping Woo —A winning hand without any addi¬ 
tional points. 

Pung —To take a discard for making a 3 of one 
kind with 2 tiles in hand, such as a 5 Char¬ 
acter for 2 5-Characters; also the name of 
the 3 tiles punged. 


Ren —Man, name of a counter worth 10 points. 
See Fong —West Wind. 

Suen —A sequence, 3 tiles in consecutive numbers. 
Suh —Bamboo, name of a suit of tiles. 

Tai —Double, same as Fan. 

Tien —Heaven, name of a counter, worth 500 
points. 

Tong —Circle, name of a suit of tiles. 

Tung Fong —East Wind. 

Un Kong —4 of a kind completed in hand with 
the fourth drawn. 

Wan —Character, name of a suit of tiles. 

Woo —To win; winning hand; meaning Harmony. 
Woo —Points. 

Woo —Name of a counter, worth 2 points, the 
smallest unit. 

APPENDIX V 
List of Important Points 
The number of players at a regular game is 4. 
The order of the four winds is: East, South, 
West and North. 

Mah Jong is played from left to right. 

There is no odd number of points in score. 
East Wind is always the Leader. 

The Leader is assumed by the 4 players by 
turn. 

Winds change according to the Leader in the 
regular order. 

The number of tiles in each of the 4 walls is 

63 


34—17 tiles a tier in 2 tiers, without Flowers 
and Seasons. 

The number of tiles in each player’s hand is 13. 

The Leader begins the game with 14 tiles. 

The winner ends a game with 14 tiles. 

A winning hand consists of 4 sets of 3 tiles 
each (or 4 tiles, see Lesson VII) and a pair 
(Mah Jong). 

The object of each player is to complete the 
hand before another has the chance. 

A player must not lay down the tiles in his 
hand with faces up. 

A player can chow a discard only from his left¬ 
side player. 

A player may pung a discard from any of the 
other 3 players. 

A discard is dead as soon as the next player 
draws a tile. 

A player who completes a 4 of one kind must 
draw a “loose tile” at the end of the wall, not 
at the opening. 

The tiles chowed, punged and konged must be 
laid face up on table (except Un Kong, see Les¬ 
son V). 

When a hand is completed, the winner must 
lay all his tiles face up on table. 

The Leader receives and pays the double score. 

A limit of points is usually agreed upon before 
the game begins. 


64 


4 






* 



























































